吧务
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凤凰如梦
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这篇帖子是冒险地图魔法作者Mayhem委托我在中文社区发布的意见征求,以下是机翻:
我正在开发这个模组,一方面是为了学习 VCMI 的模组制作,另一方面也希望在这个过程中不断完善 ASP。随着我对模组研究得越深入,我看到的潜力也越多,并且越来越确信目前的实现方式需要采取一种不同的思路。在真正“走进雷区”之前,我希望先向社区征求一些意见和建议。当然,我无法保证会实现所有被提出的想法,但作为一名热衷于自定义的玩家,我可以保证:我所设计的内容大多都会是可选的,并且不会改变大家在 v1.4 中熟悉的原有机制(除非确有必要)。
因此,以下是我希望在 ASP 未来版本中实现的目标。
冒险魔法的持续时间(Adventure Spells' Duration)
问题
反复施放冒险魔法所带来的令人沮丧的“官僚式操作”。
解决方案
将大多数冒险魔法(包括 Disguise)的持续时间提高到 7 天。
冒险魔法的消耗(Adventure Spells' Cost)
问题
一旦持续时间发生变化,自然就会引出“消耗如何平衡”的问题。单纯提高法力消耗并不能解决问题,因为英雄可以在城镇中施法,结束回合,第二天法力值又恢复到上限。
解决方案(理论层面)
在法术持续期间,临时降低英雄的主属性(多数情况下是“力量 Power”和“知识 Knowledge”)。
例如:使用 Crarity 持续 7 天,在效果生效期间会消耗 -2 力量 和 -2 知识。
探索是否可以通过调整最大法力值上限作为一种消耗方式。
考虑借鉴 Mysticism 或 Intelligence 技能的机制,但以负面效果的形式实现。
冒险魔法的指示与反制(Adventure Spells' Indicators)
问题
目前没有任何提示表明冒险魔法正在生效,对手英雄也没有办法干扰这些法术。
解决方案(理论层面)
在大多数情况下,可以将冒险魔法的效果替换为战斗开始时自动施放的“免费法术”。
这样一来,玩家可以清楚地知道当前使用了哪些冒险魔法,而对手也有可能通过驱散等方式进行反制。
AI 兼容性(AI Compatibility)
问题
我不确定电脑玩家是否能够有效使用冒险魔法,目前我只见过 AI 使用过“召唤船只(Summon Boat)”。如果 AI 无法使用这些法术,那么冒险魔法的强度设计就需要格外谨慎。
解决方案
暂无明确方案。是否有模组作者可以通过 .json 文件向 AI 提供提示?
我注意到似乎存在一个 aiValue(或类似名称)的属性,但它已经被弃用了,对吗?
法术栏位不足(No Space)
问题
任何新增的法术都会占用魔法行会中的法术栏位,从而降低获取战斗魔法的概率。
解决方案
某些法术可以设定为特定阵营专属,而且实际上有不少合适的候选。
调整默认的法术获取概率。
考虑创建一个专门用于冒险魔法的地图对象(尤其是在冒险魔法数量进一步增加的情况下)。
考虑使用 special 属性,使法术可以通过学者(Scholar)、潘多拉魔盒(Pandora’s Box)等地图对象获得。
原文:
About the 'Adventure Spells Pack' (ASP) mod
I'm working on the mod to learn VCMI modding and refine ASP along the way. The deeper I delve into the mod, the more potential I see, and I am increasingly convinced that a different approach from the current one is needed. Before I take a walk through a mine field, I would like to ask the community for opinions and advice. Of course I can’t promise to implement everything suggested, but as a fan of customization, I can assure you that everything I design will likely be optional and won’t alter the original mechanics known from v1.4 (only if necessary). So, here are the goals I want to achieve in future versions of ASP.Adventure Spells' DurationProblemThe frustrating 'bureaucracy' associated with casting adventure spells repeatedly.Solution
Increase the duration to 7 days for most spells, including Disguise.
Adventure Spells' CostProblemIf the durations change, it naturally leads to a question about costs. A high spell point cost won't resolve anything, as a hero can cast spells in a town, make a turn, and have a maxed spell point reserve the next day.Solutions (Theoretical)
Adjust the costs in primary skills ('Power' and 'Knowledge' in most cases) as long as the spells are in use. For example, using 'Crarity' for 7 days will cost -2 'Power' and -2 'Knowledge' while it is active.
Find out is there a way to adjust the maximum spell points value as a cost.
Consider applying mechanics from the 'Mysticism' or 'Intelligence' skills, but with a negative value.
Adventure Spells' IndicatorsProblemCurrently, there is no indication that the spells are in use, and the opponent hero has no way to disrupt them.Solutions (Theoretical)
The effects of the spells could, in most cases, be replaced with 'free' spell at the beginning of a battle. This way, a player would know which adventure spell is in use, and opponents could potentially dispel it.
AI Compatibility
Problem
I'm wondering if the computer player will be able to use adventure spells, as I have seen it using "Summon Boat" only. If not, it raises questions about how powerful the adventure spells can be.
Solutions
None.
Are there any hints for AI that a modder can implement using .json files? I noticed the "aiValue" property (or something like that), but it's deprecated, correct?
No Space
Problem
Any additional spell takes up a slot for spells in magic guilds and reduces the chance to acquire battle spells.
Solutions
Some spells may be exclusive to specific factions, and there are actually good candidates for this.
Adjust the default gain chance.
Consider creating a map object dedicated to adventure spells (especially if their quantity increases, for example).
Consider using the 'special' property to make spells available through map objects like Scholars, Pandora Boxes, etc.
2026年01月12日 14点01分
1
我正在开发这个模组,一方面是为了学习 VCMI 的模组制作,另一方面也希望在这个过程中不断完善 ASP。随着我对模组研究得越深入,我看到的潜力也越多,并且越来越确信目前的实现方式需要采取一种不同的思路。在真正“走进雷区”之前,我希望先向社区征求一些意见和建议。当然,我无法保证会实现所有被提出的想法,但作为一名热衷于自定义的玩家,我可以保证:我所设计的内容大多都会是可选的,并且不会改变大家在 v1.4 中熟悉的原有机制(除非确有必要)。
因此,以下是我希望在 ASP 未来版本中实现的目标。
冒险魔法的持续时间(Adventure Spells' Duration)
问题
反复施放冒险魔法所带来的令人沮丧的“官僚式操作”。
解决方案
将大多数冒险魔法(包括 Disguise)的持续时间提高到 7 天。
冒险魔法的消耗(Adventure Spells' Cost)
问题
一旦持续时间发生变化,自然就会引出“消耗如何平衡”的问题。单纯提高法力消耗并不能解决问题,因为英雄可以在城镇中施法,结束回合,第二天法力值又恢复到上限。
解决方案(理论层面)
在法术持续期间,临时降低英雄的主属性(多数情况下是“力量 Power”和“知识 Knowledge”)。
例如:使用 Crarity 持续 7 天,在效果生效期间会消耗 -2 力量 和 -2 知识。
探索是否可以通过调整最大法力值上限作为一种消耗方式。
考虑借鉴 Mysticism 或 Intelligence 技能的机制,但以负面效果的形式实现。
冒险魔法的指示与反制(Adventure Spells' Indicators)
问题
目前没有任何提示表明冒险魔法正在生效,对手英雄也没有办法干扰这些法术。
解决方案(理论层面)
在大多数情况下,可以将冒险魔法的效果替换为战斗开始时自动施放的“免费法术”。
这样一来,玩家可以清楚地知道当前使用了哪些冒险魔法,而对手也有可能通过驱散等方式进行反制。
AI 兼容性(AI Compatibility)
问题
我不确定电脑玩家是否能够有效使用冒险魔法,目前我只见过 AI 使用过“召唤船只(Summon Boat)”。如果 AI 无法使用这些法术,那么冒险魔法的强度设计就需要格外谨慎。
解决方案
暂无明确方案。是否有模组作者可以通过 .json 文件向 AI 提供提示?
我注意到似乎存在一个 aiValue(或类似名称)的属性,但它已经被弃用了,对吗?
法术栏位不足(No Space)
问题
任何新增的法术都会占用魔法行会中的法术栏位,从而降低获取战斗魔法的概率。
解决方案
某些法术可以设定为特定阵营专属,而且实际上有不少合适的候选。
调整默认的法术获取概率。
考虑创建一个专门用于冒险魔法的地图对象(尤其是在冒险魔法数量进一步增加的情况下)。
考虑使用 special 属性,使法术可以通过学者(Scholar)、潘多拉魔盒(Pandora’s Box)等地图对象获得。
原文:
About the 'Adventure Spells Pack' (ASP) mod
I'm working on the mod to learn VCMI modding and refine ASP along the way. The deeper I delve into the mod, the more potential I see, and I am increasingly convinced that a different approach from the current one is needed. Before I take a walk through a mine field, I would like to ask the community for opinions and advice. Of course I can’t promise to implement everything suggested, but as a fan of customization, I can assure you that everything I design will likely be optional and won’t alter the original mechanics known from v1.4 (only if necessary). So, here are the goals I want to achieve in future versions of ASP.Adventure Spells' DurationProblemThe frustrating 'bureaucracy' associated with casting adventure spells repeatedly.Solution
Increase the duration to 7 days for most spells, including Disguise.
Adventure Spells' CostProblemIf the durations change, it naturally leads to a question about costs. A high spell point cost won't resolve anything, as a hero can cast spells in a town, make a turn, and have a maxed spell point reserve the next day.Solutions (Theoretical)
Adjust the costs in primary skills ('Power' and 'Knowledge' in most cases) as long as the spells are in use. For example, using 'Crarity' for 7 days will cost -2 'Power' and -2 'Knowledge' while it is active.
Find out is there a way to adjust the maximum spell points value as a cost.
Consider applying mechanics from the 'Mysticism' or 'Intelligence' skills, but with a negative value.
Adventure Spells' IndicatorsProblemCurrently, there is no indication that the spells are in use, and the opponent hero has no way to disrupt them.Solutions (Theoretical)
The effects of the spells could, in most cases, be replaced with 'free' spell at the beginning of a battle. This way, a player would know which adventure spell is in use, and opponents could potentially dispel it.
AI Compatibility
Problem
I'm wondering if the computer player will be able to use adventure spells, as I have seen it using "Summon Boat" only. If not, it raises questions about how powerful the adventure spells can be.
Solutions
None.
Are there any hints for AI that a modder can implement using .json files? I noticed the "aiValue" property (or something like that), but it's deprecated, correct?
No Space
Problem
Any additional spell takes up a slot for spells in magic guilds and reduces the chance to acquire battle spells.
Solutions
Some spells may be exclusive to specific factions, and there are actually good candidates for this.
Adjust the default gain chance.
Consider creating a map object dedicated to adventure spells (especially if their quantity increases, for example).
Consider using the 'special' property to make spells available through map objects like Scholars, Pandora Boxes, etc.